|
|
Line 1: |
Line 1: |
| table moved to [[OBD talk:BINA/OBJC/CMBT|CMBT talk]]. These tables will remain here for some time, then will be deleted...
| | Loser, I thought we can discuss the h2w system here. I had a thought for a move, don't know if its possible. But what if you can modify a jump forward kick so that as it hits a wall, it can causes you to bounce higher off the wall or bounce back away from the wall. Maybe I watch too many martial arts shows :-) |
| {| style="white-space:nowrap" width=100%
| |
| |
| |
| {| border="1" cellpadding="2" cellspacing="0" style="background:#ffeedd"
| |
| |-style="background:#ffddbb"
| |
| |-
| |
| |'''Name'''
| |
| |Stand_and_Fire
| |
| |-
| |
| |profile ID
| |
| |0 ( 00 )
| |
| |-
| |
| |'''behavior part'''
| |
| |
| |
| |-
| |
| |long range
| |
| |hold and fire
| |
| |-
| |
| |medium range
| |
| |hold and fire
| |
| |-
| |
| |short range
| |
| |hold and fire
| |
| |-
| |
| |medium retreat
| |
| |hold and fire
| |
| |-
| |
| |long retreat
| |
| |hold and fire
| |
| |-
| |
| |'''combat part'''
| |
| |
| |
| |-
| |
| |long/medium range
| |
| |120
| |
| |-
| |
| |medium/short range
| |
| |40
| |
| |-
| |
| |pursuit range
| |
| |200
| |
| |-
| |
| |melee override
| |
| |if punched
| |
| |-
| |
| |if no gun
| |
| |melee
| |
| |-
| |
| |'''non-combatant part'''
| |
| |
| |
| |-
| |
| |panic hurt
| |
| |600
| |
| |-
| |
| |panic gunfire
| |
| |900
| |
| |-
| |
| |panic melee
| |
| |600
| |
| |-
| |
| |panic sight
| |
| |1200
| |
| |-
| |
| |'''alarm behavior'''
| |
| |
| |
| |-
| |
| |search distance
| |
| |300
| |
| |-
| |
| |enemy ignore distance
| |
| |80
| |
| |-
| |
| |enemy attack distance
| |
| |0
| |
| |-
| |
| |damage treshold
| |
| |30
| |
| |-
| |
| |fight timer
| |
| |300
| |
| |}
| |
| |
| |
| {| border="1" cellpadding="2" cellspacing="0" style="background:#ffeedd"
| |
| |-style="background:#ffddbb"
| |
| |-
| |
| |'''Name'''
| |
| |Sniper
| |
| |-
| |
| |profile ID
| |
| |207 ( cf )
| |
| |-
| |
| |'''behavior part'''
| |
| |
| |
| |-
| |
| |long range
| |
| |hold and fire
| |
| |-
| |
| |medium range
| |
| |hold and fire
| |
| |-
| |
| |short range
| |
| |hold and fire
| |
| |-
| |
| |medium retreat
| |
| |hold and fire
| |
| |-
| |
| |long retreat
| |
| |hold and fire
| |
| |-
| |
| |'''combat part'''
| |
| |
| |
| |-
| |
| |long/medium range
| |
| |200
| |
| |-
| |
| |medium/short range
| |
| |20
| |
| |-
| |
| |pursuit range
| |
| |10
| |
| |-
| |
| |melee override
| |
| |no
| |
| |-
| |
| |if no gun
| |
| |melee
| |
| |-
| |
| |'''non-combatant part'''
| |
| |
| |
| |-
| |
| |panic hurt
| |
| |600
| |
| |-
| |
| |panic gunfire
| |
| |900
| |
| |-
| |
| |panic melee
| |
| |600
| |
| |-
| |
| |panic sight
| |
| |1200
| |
| |-
| |
| |'''alarm behavior'''
| |
| |
| |
| |-
| |
| |search distance
| |
| |300
| |
| |-
| |
| |enemy ignore distance
| |
| |80
| |
| |-
| |
| |enemy attack distance
| |
| |0
| |
| |-
| |
| |damage treshold
| |
| |30
| |
| |-
| |
| |fight timer
| |
| |300
| |
| |}
| |
| |
| |
| {| border="1" cellpadding="2" cellspacing="0" style="background:#ffeedd"
| |
| |-style="background:#ffddbb"
| |
| |-
| |
| |'''Name'''
| |
| |Take_my_Big_Black_Stuff
| |
| |-
| |
| |profile ID
| |
| |3 ( 03 )
| |
| |-
| |
| |'''behavior part'''
| |
| |
| |
| |-
| |
| |long range
| |
| |stare
| |
| |-
| |
| |medium range
| |
| |stare
| |
| |-
| |
| |short range
| |
| |stare
| |
| |-
| |
| |medium retreat
| |
| |stare
| |
| |-
| |
| |long retreat
| |
| |stare
| |
| |-
| |
| |'''combat part'''
| |
| |
| |
| |-
| |
| |long/medium range
| |
| |200
| |
| |-
| |
| |medium/short range
| |
| |40
| |
| |-
| |
| |pursuit range
| |
| |200
| |
| |-
| |
| |melee override
| |
| |no
| |
| |-
| |
| |if no gun
| |
| |melee
| |
| |-
| |
| |'''non-combatant part'''
| |
| |
| |
| |-
| |
| |panic hurt
| |
| |600
| |
| |-
| |
| |panic gunfire
| |
| |900
| |
| |-
| |
| |panic melee
| |
| |600
| |
| |-
| |
| |panic sight
| |
| |1200
| |
| |-
| |
| |'''alarm behavior'''
| |
| |
| |
| |-
| |
| |search distance
| |
| |300
| |
| |-
| |
| |enemy ignore distance
| |
| |80
| |
| |-
| |
| |enemy attack distance
| |
| |0
| |
| |-
| |
| |damage treshold
| |
| |30
| |
| |-
| |
| |fight timer
| |
| |300
| |
| |}
| |
| |
| |
| {| border="1" cellpadding="2" cellspacing="0" style="background:#ffeedd"
| |
| |-style="background:#ffddbb"
| |
| |-
| |
| |'''Name'''
| |
| |Assault
| |
| |-
| |
| |profile ID
| |
| |4 ( 04 )
| |
| |-
| |
| |'''behavior part'''
| |
| |
| |
| |-
| |
| |long range
| |
| |firing charge
| |
| |-
| |
| |medium range
| |
| |firing charge
| |
| |-
| |
| |short range
| |
| |hold and fire
| |
| |-
| |
| |medium retreat
| |
| |firing charge
| |
| |-
| |
| |long retreat
| |
| |hold and fire
| |
| |-
| |
| |'''combat part'''
| |
| |
| |
| |-
| |
| |long/medium range
| |
| |200
| |
| |-
| |
| |medium/short range
| |
| |40
| |
| |-
| |
| |pursuit range
| |
| |200
| |
| |-
| |
| |melee override
| |
| |no
| |
| |-
| |
| |if no gun
| |
| |melee
| |
| |-
| |
| |'''non-combatant part'''
| |
| |
| |
| |-
| |
| |panic hurt
| |
| |600
| |
| |-
| |
| |panic gunfire
| |
| |900
| |
| |-
| |
| |panic melee
| |
| |600
| |
| |-
| |
| |panic sight
| |
| |1200
| |
| |-
| |
| |'''alarm behavior'''
| |
| |
| |
| |-
| |
| |search distance
| |
| |300
| |
| |-
| |
| |enemy ignore distance
| |
| |80
| |
| |-
| |
| |enemy attack distance
| |
| |0
| |
| |-
| |
| |damage treshold
| |
| |30
| |
| |-
| |
| |fight timer
| |
| |300
| |
| |}
| |
| |}
| |
|
| |
|
| {| style="white-space:nowrap" width=100%
| | [[User:EdT|EdT]] 18:14, 21 June 2008 (CEST) |
| |
| |
| {| border="1" cellpadding="2" cellspacing="0" style="background:#ffeedd"
| |
| |-style="background:#ffddbb"
| |
| |-
| |
| |'''Name'''
| |
| |Shoot_and_Fight
| |
| |-
| |
| |profile ID
| |
| |2 ( 02 )
| |
| |-
| |
| |'''behavior part'''
| |
| |
| |
| |-
| |
| |long range
| |
| |firing charge
| |
| |-
| |
| |medium range
| |
| |hold and fire
| |
| |-
| |
| |short range
| |
| |hold and fire
| |
| |-
| |
| |medium retreat
| |
| |hold and fire
| |
| |-
| |
| |long retreat
| |
| |firing charge
| |
| |-
| |
| |'''combat part'''
| |
| |
| |
| |-
| |
| |long/medium range
| |
| |200
| |
| |-
| |
| |medium/short range
| |
| |40
| |
| |-
| |
| |pursuit range
| |
| |400
| |
| |-
| |
| |melee override
| |
| |if punched
| |
| |-
| |
| |if no gun
| |
| |melee
| |
| |-
| |
| |'''non-combatant part'''
| |
| |
| |
| |-
| |
| |panic hurt
| |
| |600
| |
| |-
| |
| |panic gunfire
| |
| |900
| |
| |-
| |
| |panic melee
| |
| |600
| |
| |-
| |
| |panic sight
| |
| |1200
| |
| |-
| |
| |'''alarm behavior'''
| |
| |
| |
| |-
| |
| |search distance
| |
| |1000
| |
| |-
| |
| |enemy ignore distance
| |
| |80
| |
| |-
| |
| |enemy attack distance
| |
| |0
| |
| |-
| |
| |damage treshold
| |
| |30
| |
| |-
| |
| |fight timer
| |
| |300
| |
| |}
| |
| |
| |
| {| border="1" cellpadding="2" cellspacing="0" style="background:#ffeedd"
| |
| |-style="background:#ffddbb"
| |
| |-
| |
| |'''Name'''
| |
| |Murder
| |
| |-
| |
| |profile ID
| |
| |1 ( 01 )
| |
| |-
| |
| |'''behavior part'''
| |
| |
| |
| |-
| |
| |long range
| |
| |hold and fire
| |
| |-
| |
| |medium range
| |
| |hold and fire
| |
| |-
| |
| |short range
| |
| |hold and fire
| |
| |-
| |
| |medium retreat
| |
| |hold and fire
| |
| |-
| |
| |long retreat
| |
| |hold and fire
| |
| |-
| |
| |'''combat part'''
| |
| |
| |
| |-
| |
| |long/medium range
| |
| |50
| |
| |-
| |
| |medium/short range
| |
| |20
| |
| |-
| |
| |pursuit range
| |
| |20
| |
| |-
| |
| |melee override
| |
| |if punched
| |
| |-
| |
| |if no gun
| |
| |melee
| |
| |-
| |
| |'''non-combatant part'''
| |
| |
| |
| |-
| |
| |panic hurt
| |
| |600
| |
| |-
| |
| |panic gunfire
| |
| |900
| |
| |-
| |
| |panic melee
| |
| |600
| |
| |-
| |
| |panic sight
| |
| |1200
| |
| |-
| |
| |'''alarm behavior'''
| |
| |
| |
| |-
| |
| |search distance
| |
| |300
| |
| |-
| |
| |enemy ignore distance
| |
| |80
| |
| |-
| |
| |enemy attack distance
| |
| |0
| |
| |-
| |
| |damage treshold
| |
| |30
| |
| |-
| |
| |fight timer
| |
| |300
| |
| |}
| |
| |
| |
| {| border="1" cellpadding="2" cellspacing="0" style="background:#ffeedd"
| |
| |-style="background:#ffddbb" | |
| |-
| |
| |'''Name'''
| |
| |Civilian
| |
| |-
| |
| |profile ID
| |
| |5 ( 05 )
| |
| |-
| |
| |'''behavior part'''
| |
| |
| |
| |-
| |
| |long range
| |
| |stare
| |
| |-
| |
| |medium range
| |
| |stare
| |
| |-
| |
| |short range
| |
| |stare
| |
| |-
| |
| |medium retreat
| |
| |stare
| |
| |-
| |
| |long retreat
| |
| |stare
| |
| |-
| |
| |'''combat part'''
| |
| |
| |
| |-
| |
| |long/medium range
| |
| |200
| |
| |-
| |
| |medium/short range
| |
| |100
| |
| |-
| |
| |pursuit range
| |
| |200
| |
| |-
| |
| |melee override
| |
| |no
| |
| |-
| |
| |if no gun
| |
| |retreat
| |
| |-
| |
| |'''non-combatant part'''
| |
| |
| |
| |-
| |
| |panic hurt
| |
| |600
| |
| |-
| |
| |panic gunfire
| |
| |900
| |
| |-
| |
| |panic melee
| |
| |600
| |
| |-
| |
| |panic sight
| |
| |1200
| |
| |-
| |
| |'''alarm behavior'''
| |
| |
| |
| |-
| |
| |search distance
| |
| |300
| |
| |-
| |
| |enemy ignore distance
| |
| |80
| |
| |-
| |
| |enemy attack distance
| |
| |0
| |
| |-
| |
| |damage treshold
| |
| |30
| |
| |-
| |
| |fight timer
| |
| |300
| |
| |}
| |
| |
| |
| {| border="1" cellpadding="2" cellspacing="0" style="background:#ffeedd"
| |
| |-style="background:#ffddbb"
| |
| |-
| |
| |'''Name'''
| |
| |Pursuit
| |
| |-
| |
| |profile ID
| |
| |6 ( 06 )
| |
| |-
| |
| |'''behavior part'''
| |
| |
| |
| |-
| |
| |long range
| |
| |firing charge
| |
| |-
| |
| |medium range
| |
| |firing charge
| |
| |-
| |
| |short range
| |
| |hold and fire
| |
| |-
| |
| |medium retreat
| |
| |firing charge
| |
| |-
| |
| |long retreat
| |
| |firing charge
| |
| |-
| |
| |'''combat part'''
| |
| |
| |
| |-
| |
| |long/medium range
| |
| |200
| |
| |-
| |
| |medium/short range
| |
| |40
| |
| |-
| |
| |pursuit range
| |
| |0
| |
| |-
| |
| |melee override
| |
| |if punched
| |
| |-
| |
| |if no gun
| |
| |melee
| |
| |-
| |
| |'''non-combatant part'''
| |
| |
| |
| |-
| |
| |panic hurt
| |
| |600
| |
| |-
| |
| |panic gunfire
| |
| |900
| |
| |-
| |
| |panic melee
| |
| |600
| |
| |-
| |
| |panic sight
| |
| |1200
| |
| |-
| |
| |'''alarm behavior'''
| |
| |
| |
| |-
| |
| |search distance
| |
| |300
| |
| |-
| |
| |enemy ignore distance
| |
| |80
| |
| |-
| |
| |enemy attack distance
| |
| |0
| |
| |-
| |
| |damage treshold
| |
| |30
| |
| |-
| |
| |fight timer
| |
| |300
| |
| |}
| |
| |}
| |
|
| |
|
| Talking moved to [[OBD talk:BINA/OBJC/CMBT|CMBT talk]].
| | Nice idea, I will try whether it is worth it or not. Right now I am creating knockdown collisions once again (almost from scratch). Effect will be the same, only it should be less buggy. |
| | :Just to make you sure: My knockdowns are supposed to break glass (you don't smash yourself on glass panel, but you break it instead). I thought it looks better that way. |
| | Anyway, I plan to use h2w system on some combat moves (we already know). Which moves you suggest(except throws, those are must)? For example I will add this to STRCOMkick_heavy. |
|
| |
|
| | P.S.: I have also thought about possibility of taking just h2w_co##_e01, give it only glass breaking and distribute this simple particle to all more powerful moves. That way we should have glass-breaking melee. Your opinion? |
|
| |
|
| Loser, I thought we can discuss the h2w system here. I had a thought for a move, don't know if its possible. But what if you can modify a jump forward kick so that as it hits a wall, it can causes you to bounce higher off the wall or bounce back away from the wall. Maybe I watch too many martial arts shows :-)
| | --[[User:Loser|Loser]] 07:11, 22 June 2008 (CEST) |
| | |
| [[User:EdT|EdT]] 18:14, 21 June 2008 (CEST) | |
Loser, I thought we can discuss the h2w system here. I had a thought for a move, don't know if its possible. But what if you can modify a jump forward kick so that as it hits a wall, it can causes you to bounce higher off the wall or bounce back away from the wall. Maybe I watch too many martial arts shows :-)
EdT 18:14, 21 June 2008 (CEST)
Nice idea, I will try whether it is worth it or not. Right now I am creating knockdown collisions once again (almost from scratch). Effect will be the same, only it should be less buggy.
- Just to make you sure: My knockdowns are supposed to break glass (you don't smash yourself on glass panel, but you break it instead). I thought it looks better that way.
Anyway, I plan to use h2w system on some combat moves (we already know). Which moves you suggest(except throws, those are must)? For example I will add this to STRCOMkick_heavy.
P.S.: I have also thought about possibility of taking just h2w_co##_e01, give it only glass breaking and distribute this simple particle to all more powerful moves. That way we should have glass-breaking melee. Your opinion?
--Loser 07:11, 22 June 2008 (CEST)